3.4.0 Release Candidate is available

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  • myshkin
    replied
    Originally posted by Derakon
    I believe the number of points available at start was slightly reduced (like, by 3 or something similar), but that'd be irrelevant if the comp character used the standard roller.
    Ah, this is true. Still, it is quite possible to get multiple blows with a level-one warrior. Just not with the comp character.

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  • Derakon
    replied
    Originally posted by myshkin
    I'm not sure what you mean here. Nick deliberately chose a character generated with the standard roller to make for a harder competition. Point-based generation hasn't gone anywhere in 3.4.
    I believe the number of points available at start was slightly reduced (like, by 3 or something similar), but that'd be irrelevant if the comp character used the standard roller.

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  • myshkin
    replied
    Originally posted by Malak Darkhunter
    My question is- why reduce character stats on start-up? this makes it even harder to get to a DL where you actualy have a chance to find something decent.
    I'm not sure what you mean here. Nick deliberately chose a character generated with the standard roller to make for a harder competition. Point-based generation hasn't gone anywhere in 3.4.

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  • Malak Darkhunter
    replied
    my impressions for 3.4 are....

    for one thing I like that the game is challenging, it's not nearly as easy it reminds me of the old days in terms of difficulty, it's no longer dropping wonderful items by the bushel.
    however it can be too hard for non-stealthy characters, I have made 2 runs in comp123 and have not even seen a stealth item anywhere to help this problem out, farthest Dl41.
    The dungeon it feels is like a desert, there is not many intersting items being generated at all, in terms of weapons of armour, personally I think this would be okay but without enchant scrolls availiable in town, melee becomes very problamatic with a non-stealthy character, if you look at comp123 char dumps you will see everyone is having a hard time.
    My question is- why reduce character stats on start-up? this makes it even harder to get to a DL where you actualy have a chance to find something decent.

    It feels like everything is nerfed down and instead of being interesting it has become aggravating gameplay.

    I feel like it needs:
    1. put stats back the way they where-some variants limit stats but they have several ways to nullifying this( skills in sang) enchantment for regular items).

    2. make shops more interesting- if the black market is the only place selling good gear, then you might as well just remove the whole town.
    because of difficulty your running up to town for the black market in hopes finding something to fight with. Sorry but I don't support the idea of a lame town and only interesting black market.

    3. up object generation a little bit i'm not hardly even finding a magical dagger by DL10.

    at least up object generation, specifically melee weapons, the rest is okay, as far as generation goes.

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  • PowerWyrm
    replied
    They are... and using -HURT_FIRE sounds neat.

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  • Derakon
    replied
    Or add -HURT_FIRE to the Death Mold. I thought subtractive flags were already supported? For example, Gelatinous Cubes inherit the Jelly template but remove the HURT_COLD flag:
    Code:
    N:207:Gelatinous cube
    T:jelly
    C:G
    I:110:316:12:-15:0:1
    W:16:4:0:80
    B:TOUCH:ACID:1d10
    B:TOUCH:ACID:1d10
    B:TOUCH:ACID:1d10
    F:COLD_BLOOD
    F:DROP_4
    F:OPEN_DOOR | BASH_DOOR | TAKE_ITEM
    F:IM_ACID | IM_COLD | IM_ELEC | IM_FIRE | IM_POIS
    F:NO_CONF | NO_SLEEP
    -F:HURT_COLD

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  • fizzix
    replied
    Originally posted by Timo Pietilä
    If there is a exception of the rule, then rule is not complete. Monster group that should not have that flag. Easy fix, add hurt fire to all molds except death mold and remove hurt fire from mold monster group. Done in about 5 minutes (+ whatever it takes to put it in release and compile).
    I'm more inclined to remove RESIST_FIRE from the death molds.

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  • Timo Pietilä
    replied
    Originally posted by Timo Pietilä
    If there is a exception of the rule, then rule is not complete. Monster group that should not have that flag. Easy fix, add hurt fire to all molds except death mold and remove hurt fire from mold monster group. Done in about 5 minutes (+ whatever it takes to put it in release and compile).
    Quoting myself: my understanding of the monster group file is that it should define a monster species. This means all the features they all share. For example all ghosts should be invisible and have pass_wall, otherwise it isn't a ghost, it is something else.

    Kinda like no bird has hair and no mammal has feathers, compound eyes -> insect, spine -> vertebrate.

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  • Timo Pietilä
    replied
    Originally posted by fizzix
    This has to do with the monster group flags. All molds have HURT_FIRE, it just so happens that the death mold resists it. It's sort of a bug but sort of not.
    If there is a exception of the rule, then rule is not complete. Monster group that should not have that flag. Easy fix, add hurt fire to all molds except death mold and remove hurt fire from mold monster group. Done in about 5 minutes (+ whatever it takes to put it in release and compile).

    Leave a comment:


  • PowerWyrm
    replied
    I thought that was fixed ages ago... but maybe only in v4.

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  • fizzix
    replied
    Originally posted by Elsairon
    Just noticed this, and not sure if it is intended or not.

    Death Mold's have resist fire, as well as hurt by fire...
    This has to do with the monster group flags. All molds have HURT_FIRE, it just so happens that the death mold resists it. It's sort of a bug but sort of not.

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  • Elsairon
    replied
    Just noticed this, and not sure if it is intended or not.

    Death Mold's have resist fire, as well as hurt by fire...

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  • Malak Darkhunter
    replied
    Has gain 1 one loose 1 stat potions been nerfed? Im on dl25 of comp123 and havent found the first one. Also scrolls of aquirement seem more prevalent found 2 in the dungeon by dl20 and bought 1 for 15000 at the store.

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  • fizzix
    replied
    Originally posted by Derakon
    Sounds like the right solution would be to just not let new mimics spawn. Even if you haven't used Enlightenment, if they spawn somewhere you've been before a player with good memory will know that something's amiss.
    So? That seems ok to me. Regardless, I can look at what that change would require this weekend anyway. If it's trivial, I might try to implement it. I think it's already true that mimics can't be summoned, so if it is, I can yank it from that area of the code.

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  • Derakon
    replied
    Sounds like the right solution would be to just not let new mimics spawn. Even if you haven't used Enlightenment, if they spawn somewhere you've been before a player with good memory will know that something's amiss.

    Leave a comment:

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